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A jam submission

Orbitalia - Zero GravityView game page

Submitted by wsl7779, jx1279, yubeitang, Awesome Aasim — 2 hours, 6 minutes before the deadline
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Orbitalia - Zero Gravity's itch.io page

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Comments

Jam Host

What did this game do well?


I loved just the idea of the game. It was able to get me excited to play almost immediately. It was fun and my expectation for more levels was high when I finished the second level. I like the concept of the game. Feels like I’m solving a puzzle that I need to think about how to get to the destination of each level. And the difficulty increment from level 1 to 2 is reasonable. Using spacebar to alternate the white ball’s movement is a very cool idea. The game is wonderfully designed to give the player a challenge I like the obit transition gameplay. I think it has huge potential to be a more complex space station. The game is very unique and has interesting level design. I haven’t really played many games like this one. I like how the game gets more complex as the player progresses like from one red obstacle to two in level 2. Also there is another track that can be activated which is interesting as well and really requires strategy/thought to complete the level. I can tell this type of game would require quite a decent amount of playtesting to ensure everything works relatively well and dying doesn’t seem as bad considering how fast the player can try again. The sound effects are quite good for game feel and I love the minimalist design. Cool game idea. The game play felt very new and creative. The game concept is really simple and fun and I see its potential to create a lot more levels. Very interesting idea and puzzle solving, the level is great, really need to think a bit to solve the puzzle.

What could this game have done better?


I would’ve liked a tutorial even if it was just a line saying press space. I had to figure out most of the stuff by myself, since I didn’t go through the instructions in the website as I assumed to see a tutorial. There were a couple of bugs where I would go randomly in another direction. Things I would like to see if this is developed into a larger game: Access to the levels I complete(like a checkpoint). Since the first level was not a tutorial I think its fine for this prototype, but I would like to go back to a level I finished. I don’t think I have to mention this, but the sprite used for the switch could’ve been better. The tutorial is not very effective to me. It took me a while to figure out the controls and the goal of the game. Doesn’t do a good job of giving instructions to let the player know what to do The game feel need improving, especially the switch. There are still some game breaking bugs I believe like the player planet/ ball going off the track permanently and having to reload the page to play again. The ‘switch’ could also be much clearer and obvious to the player. Definitely could have a better graphic. I think over the game was not user friendly as it does not give any description on what to achieve nor how to achieve. Felt more unfriendly as the game is pretty creative and different from other games. Short description on how to play and what to aim for would be helpful. Better and more cohesive art style would be great. Using a simple minimalistic design might work well for the game. If the game adds an indicator for the player to hint where and which direction the ball will go it would be better, also, better arts and game feel will help the player understand some of the mechanism!

I like the concept very much, however, I have a few issues with the game. The second level is very well designed, no problems there. The tutorial/antepiece is too much, Typically, the antepiece should be a zero-risk environment to test out your tools and experiment with ways to use your tools, however, I thought that having both a murder laser and a murder ball was a little too much. Already dying from hitting the “wrong” edges of the goal is a good tutorial, and I’m embarrassed to admit that I have accidentally triggered the door open and then closed it, running into the shut goal way more often than I should have.

I really liked the text-free tutorial, and you guys did well designing your minimal messaging around your appropriately minimal game (or vice-versa, whatever came first).

Would not be surprised to see this as a final project. A small game can give a small team a lot of room to work with regarding game feel and pure level design.